#pragma once #include #include #include "sensors.h" #include "robotconfig.h" #include "noise.h" // ============================================================================ // Behavior IDs // ============================================================================ enum BehaviorID : uint8_t { BEHAVIOR_FOCUS = 1, // Focus behavior (radar tracking) BEHAVIOR_IDLE = 2, // Idle behavior (perlin noise for all motors) BEHAVIOR_VISEME = 3, // Viseme behavior (mouth motor positions) }; // ============================================================================ // Base Behavior Class // ============================================================================ class Behavior { public: Behavior(); virtual ~Behavior() = default; // Get list of motor IDs this behavior controls const std::vector& getControlledMotors() const { return controlledMotors; } // Add a motor to the controlled list void addMotor(uint8_t motorID); // Remove a motor from the controlled list void removeMotor(uint8_t motorID); // Clear all controlled motors void clearMotors(); // Virtual method to update the behavior (called each frame) // Returns true if the behavior is active and wants to control motors virtual bool update() = 0; // Virtual method to get the desired position for a motor // Returns true if this behavior wants to control this motor, false otherwise virtual bool getMotorPosition(uint8_t motorID, uint16_t& position) = 0; protected: std::vector controlledMotors; }; // ============================================================================ // Focus Behavior - Tracks radar targets with eyes/neck // ============================================================================ class FocusBehavior : public Behavior { public: FocusBehavior(); // Update behavior - check radar for targets bool update() override; // Get motor position for a controlled motor bool getMotorPosition(uint8_t motorID, uint16_t& position) override; private: bool isActive; uint16_t eyePosition; // Current interpolated position for motors 14 and 15 uint16_t neckPosition; // Current interpolated position for motor 27 // Target positions uint16_t targetEyePosition; uint16_t targetNeckPosition; // Timing unsigned long targetDetectedTime; // When target was first detected unsigned long neckStartTime; // When neck rotation should start bool neckRotating; // Whether neck is actively rotating // Configuration static constexpr uint8_t FOCUS_MOTOR_1 = 14; // Eye motor 1 static constexpr uint8_t FOCUS_MOTOR_2 = 15; // Eye motor 2 static constexpr uint8_t NECK_MOTOR = 27; // Neck motor // Eye motor position range (motors 14 and 15) static constexpr uint16_t EYE_POSITION_CENTER = 2200; static constexpr uint16_t EYE_POSITION_MIN = 1700; static constexpr uint16_t EYE_POSITION_MAX = 2500; // Neck motor position range (motor 27) static constexpr uint16_t NECK_POSITION_CENTER = 2000; static constexpr uint16_t NECK_POSITION_MIN = 1000; static constexpr uint16_t NECK_POSITION_MAX = 3000; static constexpr unsigned long NECK_DELAY_MS = 1000; // 1 second delay before neck moves static constexpr float INTERPOLATION_SPEED = 0.05f; // Smooth interpolation factor for eyes (0-1, higher = faster) static constexpr float NECK_INTERPOLATION_SPEED = 0.03f; // Slower interpolation for neck (smoother motion) static constexpr float EYE_CENTERING_SPEED = 0.03f; // Speed at which eyes center when neck rotates // Calculate motor position from radar angle (in degrees) uint16_t calculateEyePositionFromRadarAngle(float radarAngle); uint16_t calculateNeckPositionFromRadarAngle(float radarAngle); // Smooth interpolation helper (linear interpolation) uint16_t lerp(uint16_t current, uint16_t target, float t); }; // ============================================================================ // Idle Behavior - Adds perlin noise to all motors for natural idle motion // ============================================================================ class IdleBehavior : public Behavior { public: IdleBehavior(); // Initialize with list of motor IDs to control void initMotors(const std::vector& motorIDs); // Update behavior - calculates new noise positions bool update() override; // Get motor position for a controlled motor bool getMotorPosition(uint8_t motorID, uint16_t& position) override; private: // Store current positions for each motor (indexed by motor ID) uint16_t motorPositions[256]; // Time offset for perlin noise animation unsigned long startTime; // Configuration static constexpr uint16_t POSITION_CENTER = 2047; static constexpr uint16_t NOISE_RANGE = 100; // ±500 from center static constexpr float NOISE_SPEED = 0.000125f; // How fast noise evolves (slower = smoother, 4x slower) static constexpr uint16_t MOTOR_SEED_OFFSET = 100; // Seed offset between motors for variety }; // ============================================================================ // Viseme Behavior - Controls mouth motors for speech // ============================================================================ // Motor position within a viseme struct VisemeMotorPosition { uint8_t motorID; uint16_t position; }; // Viseme definition: ID, label (3 chars), and motor positions struct Viseme { uint8_t id; char label[4]; // 3 characters + null terminator std::vector motorPositions; }; class VisemeBehavior : public Behavior { public: VisemeBehavior(); // Add a viseme with a 3-char label (auto-assigns ID) // Returns the assigned viseme ID uint8_t addViseme(const char* label); // Legacy: Add a viseme with specific ID and motor positions (for backwards compatibility) void addViseme(uint8_t id, uint16_t pos40, uint16_t pos43, uint16_t pos44); // Add a viseme with specific ID, label, and motor positions void addViseme(uint8_t id, const char* label, uint16_t pos40, uint16_t pos43, uint16_t pos44); // Delete a viseme by ID // Returns true if deleted, false if not found bool deleteViseme(uint8_t visemeID); // Set motor positions for a viseme // Returns true if viseme found and updated, false otherwise bool setVisemeMotors(uint8_t visemeID, const std::vector& positions); // Set motor positions and label for a viseme // Returns true if viseme found and updated, false otherwise bool setVisemeMotorsAndLabel(uint8_t visemeID, const char* label, const std::vector& positions); // Get all visemes (for VLST command) const std::vector& getVisemes() const { return visemes; } // Trigger a viseme by ID - activates the behavior and sets positions // Returns true if viseme was found, false otherwise bool triggerViseme(uint8_t visemeID); // Update behavior - checks for timeout and deactivates bool update() override; // Get motor position for a controlled motor bool getMotorPosition(uint8_t motorID, uint16_t& position) override; private: bool isActive; unsigned long lastTriggerTime; uint8_t nextVisemeID; // Auto-increment ID for new visemes // Current active motor positions (when triggered) std::vector currentPositions; // Registered visemes std::vector visemes; // Configuration static constexpr unsigned long TIMEOUT_MS = 3000; // 3 second timeout static constexpr uint16_t DEFAULT_POSITION = 2047; // Center/rest position // Helper to find viseme by ID Viseme* findViseme(uint8_t id); }; // ============================================================================ // Behavior Manager - Manages active behaviors and resolves motor conflicts // ============================================================================ class BehaviorManager { public: BehaviorManager(); // Add a behavior to the manager with an ID void addBehavior(BehaviorID id, Behavior* behavior); // Remove a behavior from the manager void removeBehavior(Behavior* behavior); // Enable/disable a behavior by ID void setBehaviorEnabled(BehaviorID id, bool enabled); // Check if a behavior is enabled bool isBehaviorEnabled(BehaviorID id) const; // Get count of registered behaviors uint8_t getBehaviorCount() const; // Get behavior info at index (for iteration) // Returns true if index is valid and fills out id and enabled bool getBehaviorInfo(uint8_t index, BehaviorID& id, bool& enabled) const; // Update all enabled behaviors (call each frame) void update(); // Check if a behavior wants to control a specific motor // Returns true if a behavior provides a position, false otherwise bool getMotorPosition(uint8_t motorID, uint16_t& position); private: struct BehaviorEntry { BehaviorID id; Behavior* behavior; }; std::vector behaviors; bool enabledStates[256] = {false}; // Track enabled state by ID }; // Global behavior manager instance extern BehaviorManager behaviorManager; // Global viseme behavior instance (for command access) extern VisemeBehavior visemeBehavior;